Experience

Direct the creative and technical processes to motivate and guide in-house and external teams of artists, animators and modelers through the production pipeline, sustaining creative vision, stylistic and character fidelity and animation quality while driving project velocity to meet deadlines. Ensured the quality and consistency of external team production by streamlining the rigging process and creating flexible base rigs. Mentored character designers, 2D artists, and 3D artists to deliver artwork that translates clearly to 3D, maximizes fidelity, and utilizes current best practices and technology.

Key Contributions & Achievements:

▪ Delivered 200+ minutes of animation and 60+ characters and custom rigs that recreate famous Disney characters and scenes for interactivity, all approved by Walt Disney Animation Studios partners.

▪ Increased production velocity 60% with no increase in resources by optimizing the animation production pipeline.

▪ Adapted the content production pipeline to accommodate baked lighting with no impact on quality or style.

▪ Developed rendering techniques for combining pre-rendered 3D assets with Vector Based characters to create content aligned with Ghosts of Mistwood game world aesthetic and theme.

▪ Took ownership of the inherited Hidden Worlds production pipeline, and overcame documentation gaps to expedite production ramp-up.

Adjunct Professor at The Art Institute of California - San Diego

San Diego, CA, United States of America

January 2014 - July 2015

Taught practical and theory courses to instruct students in the fundamentals of creating materials and lighting for 3D environments, including Autodesk Maya curriculum and 20+ hours of video tutorial instruction in 3D lighting and environment creation.

Lead 3D Artist at Jet Set Games

Las Vegas, NV, United States of America

September 2010 - December 2012

Designed complete 3D environments for multiple game titles, leading projects from concept through engine implementation on PC, PS3, iOS, Android and other platforms. Partnered with executive, creative and concept teams to produce styles spanning hand-painted fantasy to photo-realistic Science Fiction. Drove game development progress by collaborating with technical artists and programmers to build in-house game engines, rapid prototypes and innovative content creation tools.

Key Contributions & Achievements:

▪ Modeled, textured, rigged and animated character models for iPad and Steam versions of the critically acclaimed title, Highborn.

▪ Designed, modeled, textured and lit all environments, NPC’s and props for the PlayStation Home title Conspiracy and six content packs.

▪ Bridged the gap between iOS and console game visuals by prototyping proofs of concept for two unreleased Electronic Arts projects.

3D Artist at Contract/Freelance Projects

San Diego, CA, United States of America

February 2008 - August 2010

Produced a wide range of 3D and digital content for diverse media channels, including video games and digital marketing media. Collaborated with creative, business, and other professional teams to conceive, plan, and execute high-quality videos, animations, and models for client projects. Drove revenue growth by creating and producing high-quality media and interactive experience critical to securing capital, winning new business, and increasing web traffic.

Key Contributions & Achievements:

▪ Produced the fly-through videos and animations that secured $250k+ in venture capital for BCV Architects, and recreated 20 city blocks of architectural models from CAD files and blueprints in 3DS Max.